#ifndef GODOT_CPP_BONE2D_HPP #define GODOT_CPP_BONE2D_HPP #include #include #include #include #include "Node2D.hpp" namespace godot { class Bone2D : public Node2D { struct ___method_bindings { godot_method_bind *mb_apply_rest; godot_method_bind *mb_get_default_length; godot_method_bind *mb_get_index_in_skeleton; godot_method_bind *mb_get_rest; godot_method_bind *mb_get_skeleton_rest; godot_method_bind *mb_set_default_length; godot_method_bind *mb_set_rest; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Bone2D"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums // constants static Bone2D *_new(); // methods void apply_rest(); real_t get_default_length() const; int64_t get_index_in_skeleton() const; Transform2D get_rest() const; Transform2D get_skeleton_rest() const; void set_default_length(const real_t default_length); void set_rest(const Transform2D rest); }; } #endif